I think a big part of this problem is that Penny Arcade and other groups involved in this round of the debate on the publishers sides are former fan-friendly groups that have sold out. "PAX" has made it clear that Penny Arcade isn't really "our" voice anymore despite the fact that some people see them that way (and they can still be pretty funny).
The part of the equasion that is being missed here is that we're talking about an industry that is making billions of dollars in profits! Oh sure, there are game companies that do go out of business, but that happens in every area, no matter how successful. This whole thing is motivated by greed, not any real need to see this extra money in order to have it invested in producing more games. It's simply producers deciding that instead of simply making a hundred million dollars in profit, they could have TWO hundred million dollars in profit if somehow those pesky used game sales would wind up coming into their coffers at full price. The bean counters who came up with that school of thought are also detached from reality because they are working from the assumption that people have that much money, and would find the profit worthwhile for the full price (as you pointed out), but simply are not doing it because of the alternative.
Also understand that Penny Arcade is currently lying through it's teeth. It's presenting the used game sales as hurting developers, who wind up not being rewarded for their hard work. That right there is a lie, because it's not universally true, games are funded in differant ways, and typically a developer is being paid a wage or salary to make the game. What typically happens is that a producer wants to make money, so he hands the money to a developer to produce a game so HE can make a profit. The money to make the game is their salarys and such, after all the primary cost is human resources. When you hear "this game had a budget of X" that is the money the developers received to make it, that was their pay in most cases. If a game cost like forty million dollars, that means that the producer needs to make more than that to see a profit... the developer is now out of the equasion, it's all about the producer.
Now, there are alternative arrangements where you say have a company acting as it's own producer, or game developers with an idea borrowing money and then relying on making a profit to pay off the loan with anything in excess of that loan being their profit, and so on. But that is not always the case, and it's being presented that way to guilt us consumers.
The problem I have with the whole situation is that while games do fail and take companies with them, is that there are billions of dollars in profit being made overall with the used game market flourishing (as I said before). What kind of sympathy could they possibly expect me to have?
As far as the price scale goes, I will say that I think the problem there is that the industry thinks that by allowing the media to depreciate in cost as fast as movies do will encourage more people to wait for the deals. Keeping the prices high discourages people to play the waiting game, and that's also part of why they don't like used games.
See, their logic is easy to understand, it's just very negative since your dealing with greed of the absolute worst kind, coming from an industry that managed to avoid those kinds of attitudes for a very long time. The game industry always wanted to make a profit, but now making a profit, even a good one is not enough, it comes down to them wanting every possible blood soaked dime they can squeeze out of the consumers.